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https://github.com/pagefaultgames/pokerogue.git
synced 2025-07-06 08:22:16 +02:00
aggregate directions and some action into a same method + fix menu return value
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@ -251,6 +251,7 @@ export default class BattleScene extends SceneBase {
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listenInputs() {
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this.inputController.events.on('input_down', (event) => {
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const actions = this.getActionsKeyDown();
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if (!actions.hasOwnProperty(event.button)) return;
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const [inputSuccess, vibrationLength] = actions[event.button]();
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if (inputSuccess && this.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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@ -1280,53 +1281,26 @@ export default class BattleScene extends SceneBase {
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return biomes[Utils.randSeedInt(biomes.length)];
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}
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button_up() {
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const inputSuccess = this.ui.processInput(Button.UP);
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buttonDirection(direction) {
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const inputSuccess = this.ui.processInput(direction);
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const vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.UP);
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this.setLastProcessedMovementTime(direction);
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return [inputSuccess, vibrationLength];
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}
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button_down() {
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const inputSuccess = this.ui.processInput(Button.DOWN);
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const vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.DOWN);
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return [inputSuccess, vibrationLength];
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buttonAb(button) {
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const inputSuccess = this.ui.processInput(button);
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this.setLastProcessedMovementTime(button);
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return [inputSuccess, 0];
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}
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button_left() {
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const inputSuccess = this.ui.processInput(Button.LEFT);
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const vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.LEFT);
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return [inputSuccess, vibrationLength];
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}
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button_right() {
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const inputSuccess = this.ui.processInput(Button.RIGHT);
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const vibrationLength = 5;
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this.setLastProcessedMovementTime(Button.RIGHT);
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return [inputSuccess, vibrationLength];
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}
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button_touch() {
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buttonTouch() {
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const inputSuccess = this.ui.processInput(Button.SUBMIT) || this.ui.processInput(Button.ACTION);
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this.setLastProcessedMovementTime(Button.SUBMIT);
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return [inputSuccess, 0];
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}
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button_action() {
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const inputSuccess = this.ui.processInput(Button.ACTION);
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this.setLastProcessedMovementTime(Button.ACTION);
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return [inputSuccess, 0];
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}
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button_cancel() {
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const inputSuccess = this.ui.processInput(Button.CANCEL);
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this.setLastProcessedMovementTime(Button.CANCEL);
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return [inputSuccess, 0];
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}
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button_stats(pressed = true) {
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buttonStats(pressed = true) {
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if (pressed) {
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for (let p of this.getField().filter(p => p?.isActive(true)))
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p.toggleStats(true);
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@ -1338,14 +1312,14 @@ export default class BattleScene extends SceneBase {
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return [0, 0];
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}
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button_menu() {
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buttonMenu() {
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let inputSuccess;
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if (this.disableMenu)
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return;
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return [0, 0];
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switch (this.ui?.getMode()) {
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case Mode.MESSAGE:
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if (!(this.ui.getHandler() as MessageUiHandler).pendingPrompt)
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return;
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return [0, 0];
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case Mode.TITLE:
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case Mode.COMMAND:
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case Mode.FIGHT:
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@ -1368,12 +1342,12 @@ export default class BattleScene extends SceneBase {
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inputSuccess = true;
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break;
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default:
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return;
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return [0, 0];
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}
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return [inputSuccess, 0];
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}
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button_cycle_option(button) {
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buttonCycleOption(button) {
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let inputSuccess;
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if (this.ui?.getHandler() instanceof StarterSelectUiHandler) {
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inputSuccess = this.ui.processInput(button);
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@ -1382,7 +1356,9 @@ export default class BattleScene extends SceneBase {
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return [inputSuccess, 0];
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}
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button_speed_up() {
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buttonSpeedChange(up= true) {
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if (up) {
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console.log('speed up');
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if (this.gameSpeed < 5) {
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this.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.gameSpeed}x`) + 1);
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if (this.ui?.getMode() === Mode.SETTINGS)
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@ -1390,9 +1366,8 @@ export default class BattleScene extends SceneBase {
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}
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return [0, 0];
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}
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button_speed_down() {
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if (this.gameSpeed > 1) {
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console.log('speed down');
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this.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.gameSpeed}x`) - 1, 0));
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if (this.ui?.getMode() === Mode.SETTINGS)
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(this.ui.getHandler() as SettingsUiHandler).show([]);
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@ -1402,29 +1377,29 @@ export default class BattleScene extends SceneBase {
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getActionsKeyDown() {
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const actions = {};
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actions[Button.UP] = () => this.button_up();
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actions[Button.DOWN] = () => this.button_down();
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actions[Button.LEFT] = () => this.button_left();
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actions[Button.RIGHT] = () => this.button_right();
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actions[Button.SUBMIT] = () => this.button_touch();
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actions[Button.ACTION] = () => this.button_action();
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actions[Button.CANCEL] = () => this.button_cancel();
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actions[Button.MENU] = () => this.button_menu();
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actions[Button.STATS] = () => this.button_stats(true);
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actions[Button.CYCLE_SHINY] = () => this.button_cycle_option(Button.CYCLE_SHINY);
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actions[Button.CYCLE_FORM] = () => this.button_cycle_option(Button.CYCLE_FORM);
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actions[Button.CYCLE_GENDER] = () => this.button_cycle_option(Button.CYCLE_GENDER);
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actions[Button.CYCLE_ABILITY] = () => this.button_cycle_option(Button.CYCLE_ABILITY);
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actions[Button.CYCLE_NATURE] = () => this.button_cycle_option(Button.CYCLE_NATURE);
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actions[Button.CYCLE_VARIANT] = () => this.button_cycle_option(Button.CYCLE_VARIANT);
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actions[Button.SPEED_UP] = () => this.button_speed_up();
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actions[Button.SLOW_DOWN] = () => this.button_speed_down();
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actions[Button.UP] = () => this.buttonDirection(Button.UP);
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actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
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actions[Button.LEFT] = () => this.buttonDirection(Button.LEFT);
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actions[Button.RIGHT] = () => this.buttonDirection(Button.RIGHT);
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actions[Button.SUBMIT] = () => this.buttonTouch();
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actions[Button.ACTION] = () => this.buttonAb(Button.ACTION);
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actions[Button.CANCEL] = () => this.buttonAb(Button.CANCEL);
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actions[Button.MENU] = () => this.buttonMenu();
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actions[Button.STATS] = () => this.buttonStats(true);
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actions[Button.CYCLE_SHINY] = () => this.buttonCycleOption(Button.CYCLE_SHINY);
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actions[Button.CYCLE_FORM] = () => this.buttonCycleOption(Button.CYCLE_FORM);
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actions[Button.CYCLE_GENDER] = () => this.buttonCycleOption(Button.CYCLE_GENDER);
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actions[Button.CYCLE_ABILITY] = () => this.buttonCycleOption(Button.CYCLE_ABILITY);
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actions[Button.CYCLE_NATURE] = () => this.buttonCycleOption(Button.CYCLE_NATURE);
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actions[Button.CYCLE_VARIANT] = () => this.buttonCycleOption(Button.CYCLE_VARIANT);
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actions[Button.SPEED_UP] = () => this.buttonSpeedChange();
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actions[Button.SLOW_DOWN] = () => this.buttonSpeedChange(false);
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return actions;
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}
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getActionsKeyUp() {
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const actions = {};
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actions[Button.STATS] = () => this.button_stats(false);
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actions[Button.STATS] = () => this.buttonStats(false);
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return actions;
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}
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